and fix up the hud_chat itself.
My two cents.
John Sheu
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I sleep better at night, knowing that Teddy is on the case!
-John Sheu
On Sat, 2006-03-11 at 08:23 +1000, Teddy wrote:
Any news on the update David? Must be getting close now! :-)
On 2/18/06, David Speyrer [EMAIL PROTECTED] wrote:
Yep, we're still working on it. Thanks for being patient
byte size, but it came out to 388 KB).
Your friendly neighorhood hlcoder,
-John Sheu
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On Mon, 2006-03-06 at 00:02 -0500, Jorge Rodriguez wrote:
Presumably they can answer my question, because one of them removed the
function and knows why it was done. I expect that the answer is that
returning a pass-by-reference copy constructed Vector is much slower
then normalizing the
On Mon, 2006-03-06 at 02:02 -0500, Justin Krenz wrote:
I finally managed to get my mod to compile in Linux. However, some of the
maps cause a segfault. I guess I'll have to figure out how to use the gcc
debugger for that. However, the one map that does work does not have any
collisions
situations. The
debug overlay is just that: an overlay for use in debugging, not one for
use in normal gameplay. Thus it is only visible with cheats on in
developer mode. I'm not surprised that it works only for the server
host as well.
-John Sheu
supports. Would be nice if there was a
call to query 3.0 support as well.
-John Sheu
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that the graphics ninjas are on the case :)
-John Sheu
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On Sun, 2006-02-26 at 01:13 +, Benjamin Davison wrote:
Can't find any examples from commands like kick and kickid
Find his home address. Drive over and wait. Kick in the shins. Leave.
Rinse and repeat.
Or you could pay somebody to do it for you.
I'm going to put this in as many languages as I think I know so it
should be impossible to miss :)
Dear Valve:
Please add SupportsPixelShaders_3_0() in
imaterialsystemhardwareconfig.h. Thanks.
-John
Hallo Valve:
Bitte stecken sie SupportsPixelShaders_3_0() im
Before you get all antsy on me, let me correct this.
[EMAIL PROTECTED] ~ $ ssh [EMAIL PROTECTED]
Password:
Last login: Wed Jan 18 23:29:47 2006 from 127.0.0.1
[EMAIL PROTECTED] ~ $ write alfred
We need SupportsPixelShaders_3_0() in
imaterialsystemhardwareconfig.h. Thanks.
^D
[EMAIL PROTECTED] ~
Quoting Jason Houston [EMAIL PROTECTED]:
I have been having trouble with the VGUI2 code for the HUD. On my mod's HUD
we have 2 bars, stamina and health. The bars are these little vials of
liquid. The thing is, I can't get it to draw like it did in HL1. In the hl1
version we would mask the top
Quoting Jason Houston [EMAIL PROTECTED]:
Ok, I'll try that tomorow, though when I looked at CHudTexture that wasn't a
member, I'll have to find another container for my base texture I think.
I'm not sure what you mean by that. To use these vgui::surface methods, you
just have to override the
On Wed, 2006-02-15 at 16:36 -0600, Daniel Wilson wrote:
Nice code,
If your list grows larger, you could use a hash table or, in such a case, I
would prefer one of the tree structures like AVL. You would have to populate
them at runtime, but that are much faster, especially with large amounts
On Wed, 2006-02-15 at 18:02 -0600, Daniel Wilson wrote:
I shall have to check the CUtl* classes out, is that with the Source SDK? I
only have the HLSDK at present.
Yes, that's with the HL2SDK. I have no doubt, though, that you could
just copy over the classes; they're just template classes,
On Sun, 2005-12-25 at 23:28 -0600, Aaron Schiff wrote:
--
[ Picked text/plain from multipart/alternative ]
It's never better late than never...ever
Quite clever.
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I'm having some trouble trying to grab the velocity and angular velocity
from a physics-simulated entity, client-side.
Both client- and server-side, CreateVPhysics() is called, and the
IPhysicsObject apparently correctly created. However, GetVelocity() on
that object on the server side returns
, client-side
--
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this problem probably explains why player-physics interactions are so
jittery...the client should get the velocity networked to them and simulate
it
On 12/20/05, John Sheu [EMAIL PROTECTED] wrote:
I'm having some trouble trying
really is. Well, 7 years
old and still going strong. And NS is still _the_ best FPS, mod or
otherwise, ever.
-John Sheu
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No really, it's a test. Really.
... If you must know, I seem to be getting these HL-related list
mailings on my old e-mail account, even though I have unsubscribed at
that address and re-subscribed on this new one. (The web interface at
http://list.valvesoftware.com/mailman/listinfo/hlcoders
Is it just me, or is vconfig (in sourcesdk/bin) not working anymore?
I suspect that it's a problem with the new UI, as it works, but
everything is just a white and/or green block.
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On Tuesday 27 September 2005 10:40 pm, Dan Partelly wrote:
And in the process they should also learn you guys elementar C
programming and liniar algebra. :P Gimme a break.
I also highly recommend learning you some elementary spelling and grammar.
-John Sheu
--
I
for?
4. I have a suspicion that the prediction model outlined above is too simple.
Specifically, if you (the client) have a server snapshot in hand, why bother
using a tolerance on your predicted variables? Why not just use the server
value anyway?
-John Sheu
--
I
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Interesting point. Is it?
Is it possible to use the Hostage code from CSS?
So how do you intend to get your hands on said source code?
-John Sheu
--
I
think poem
It's also about using the right tools for the right job. For the medical
simulation, the Source engine is suitable. For the forestry visualization,
it is not.
On Tuesday 30 August 2005 12:12 pm, Tim Holt wrote:
Smell away, the point is to create a visualization system, not a multiplayer
frag
view_scene.cpp, line 2315
// FIXME: I disabled cheap water LOD when local specular is specified.
// There are very few places that appear to actually
// take advantage of it (places where water is in the PVS, but outside
of LOD range).
// It was 2 hours before
Just a quick question. The Source engine undoubtedly takes TrueType; does it
take OpenType as well?
--
I
think poem
that never as a
I shall see a lovely
On Saturday 23 July 2005 02:04 pm, Skyler York wrote:
You can't just declare a pointer and then try to make a function call
from it. It doesn't point to anything!
The proper way is to use the localize() function:
wchar_t *token_modelName_localized = localize()-Find(token_modelname);
In
I tried that,
vgui::localize()-Find()
That works in the client project, in the hl project it's a no-go even if
I include the file.
Oh, from the HL project. I don't see why you're trying to do it from there;
the server binary shouldn't have anything to do with localization. I do
believe
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I also overlooked that he wanted it done on the server. Now I feel silly!
Not entirely. If, as he stated, he used the same code in his client project,
our suggestions would still be very relevant. The code would compile fine,
but it still
inline Color CClass::ColorLerp( Color color1, Color color2, float percentage )
{
Color returnval;
returnval[0] = Lerp( percentage, color1[0], color2[0] );
returnval[1] = Lerp( percentage, color1[1], color2[1] );
returnval[2] = Lerp( percentage, color1[2], color2[2]
On Sunday 17 July 2005 10:07 am, Kamran wrote:
If I wanted to keep track of a player's information... like all the
objects they've picked up throughout their game and I'd also like to
save it when they save the game, is it better to store a KeyValues
object inside the code and save it to a
Having some issues with PostMessage(). Application crashes with complaint
about calling a pure virtual function; I think it's localized to the message
system because (1) the crash does not occur when the PostMessage(...) call is
commented, and (2) a breakpoint set on the recipient function never
a different
value than the viewport panel itself. So instead, I call:
PostMessage( gViewPortInterface-FindPanelByName(...)-GetVPanel(), ... )
and everything's fine and dandy.
Thanks anyways. -John Sheu
--
I
think poem
My personal experience, for what it's worth:
It's been 6 months since I've started seriously with the HL2 SDK. I have a
good deal of experience in C programming (w00t for low-level control!), with
a habit of re-learning C++ whenever I have the need to. The fact that I know
Java well doesn't hurt
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